UMG and mobile joystick

Hello there!
Can you guys help me with this problem (or a workaround)? Running into a mobile…

I’m rotating this ship with the right joystick and shooting with the two colored buttons (UMG Buttons) in the left. The problem is that when the buttom is pressed, the ship flicks toward the position of the touch and instantaneously return into the correct rotation. There’s a way to resolve this?

I’ve seen other cases here, and already try their solutions, but doesn’t work at all… If somebody can gives a shot I’ll appreciate! :slight_smile:

Thanks in advance!

Hello Maico G,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?

Hi! Thanks for the reply!

1- Yes, unfortunatelly it happens in a clean project, as you can see in the zipped project .

2 - Just launch at a mobile, and with the left thumbstick you can turn the player controller and by clicking at any UMG buttons located at the right portion of the screen you’ll see that the player controller flick looking at that location.

3 The whole project is yours! :slight_smile:

Thanks again!

I was able to reproduce the issue that you were describing above. However, this appears to be working as intended. When clicking on the button in umg the ship is being set to 0,0,0 because that is the position of the virtual stick when it is released. When clicking a button in umg the causes the Virtual stick to temperately lose focus. This will cause it to either set to 0,0,0 or 0,180,0. I have provided a workaround below to allow you to keep the rotation after losing focus. I hope that this information helps.

Example:

Make it a great day

Hi Rudy!
I had imagined that UMG took the focus of the virtual joystick, but I thought that was a bug. But anyway your workaround worked perfectly! Thanks for the help!